Monstermaker 5 Revised

Monstermaker 5 Revised - Which do you manage the light or the darkness ?

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Card Game Monstermaker 5 (MMC5) Rule ---- Gin'ichiro Suzuki


1. Summary

Once upon a time, there was a fierce battle between the force of light and the darkness.
In the last battle, the princess of light won the Satan of the darkness using the power of 7 jewels. The light began to have priority over the darkness.
The princess of light ordered Ashadhi, the king of the volcanic island Burgundy in the Mediterranean Sea, to build a cathedral to keep 7 jewels safely.
After then, the jewels had been protected by the 7 knights of St. Sofia, and the light had never been taken away from the world.
However, one day, a witch called Diosherill disguised as a pilgrim and stole one of the 7 jewels to give it to the Satan of the darkness. The absolute predominance of the lights has been gone, and the force of darkness has got the power to bend the lights.

This game shows the battle the force of the lights against the darkness after the stolen jewel.
Each player can choose to play the light or the darkness. But be careful, although you chose to play the light, you might be on the darkness side by the whisper of invitation before you know it!

2. Prep for the Game

(1) Number of players
From 2 to 8 person can play together.

(2) Cards
Put "The Underground Jail of Darkness" Card in the center.
Shuffle the cards well, and deal out 5 cards each.

If you have a "St. Knight" or a "Jewel" ("dagger" mark will be shawn on both), open the card to others and put it / them in front of you.
This will be your cards on the field.
If you have a "St. Knight" or a "Jewel" ("dagger" mark will be shawn on both,) open the card to others and put it / them in front of you.
This will be your cards on the field.
Put the rest in the center. These will be a stock deck.

(3) Turns
Decide who plays first with "rock-paper-scissors" or a dice.
Start playing clockwise from the first player.

3. Types of Cards

(1) Character Card
There are three types: "St.Knight", "Monster Maker Mate", " The Force of Darkness".
"St. Knight" cards are in emerald green and the card names start with "St. Knight".
"Monster Maker Mate" cards have three different types of jobs. Red: "Warrior", Green: "Magician", Yellow: "Thief".
"The Force of Darkness" are gray.
"St. Knights" and "Monster Maker Mate" are both in "The Force of Lights" group.

(2)Spell Cards
"Spell cards" are purple and they can be used in battles.

(3)Jewel Cards
A player who has "Jewel" cards the most at the end wins the game.
A "Jewel" card can be in your hand when:
It's dealt at the beggining of the game.
You pick it from the stock deck.
You attack the other player to take over the card.

(4) "The Underground Jail of Darkness" Card
A "St. Knight" card will be put under "The Underground Jail of Darkness" card when a "St. Knight" is imprisoned.

4. How to Play the Game

(1) When your turn comes, draw one card from the stock.

(2) If you picked a "Jewel" card, you must put the card on the field.
If you picked a "St. Knight" card, you must put the card of the field, or imprison the card under "The Underground Jail of Darkness" immediately.
Which way you hundle the "St. Knight", see following, See(3)
Either way, "Jewel" or "St. Knight" cards can not be held in hand.

(3) Decide which side you play: "The Force of The Lights" or "The Force of the Darkness."
If you have no card on the field, put either side's card as many you want to decide which side you play.
You can put as many cards, but there must be only one side's cards on your field.
(One player's field can be constructed only by one side.)
Or you can choose to be neutral by put nothing on your field.

You can also change your side by discarding all the cards on the field and put the other side's cards.
Or be neutral by put nothing on the field after piling all the cards on the field.
When you change your side, you must declare "change of heart."

Discarded cards in the pile will not be used again in a game.
However, "St.Knights" cannot be piled.
In case it needs to be piled, it will be under "The Underground Jail of Darkness" in the center.

(4) Then, one of the following actions can be taken.

1. Attack other player with your cards in hands and on the field.
You cannot attack a player with no cards on the field.
If you win the battle against a player with "Jewel" on his/her field, you can take all the "Jewel" cards.
A player with cards on the field can not avoid the attack.
-> see 5-6 for the followings

2. Go rescue "St. Knight" under the "The Underground Jail of Darkness"
Only "Monster Maker Mate" can go rescue "St. Knight."
If you success breaking out, all the imprisoned "St. Knight" cards can be your cards on the field.
-> See 7 for the followings

3. Play "Thief" to steel one "Jewel" card from other player or rescue one imprisoned "St. Knight" from "The Underground Jail of Darkness"
Each "Thief" cards can be used only once, so succeeds or fails, pile the "Thief" card after each use.
-> See 8 for followings

4. Put as many "Monster Maker Mates" or "The Force of Darkness" cards on the field to strengthen.
You cannot place "The Force of Darkness" cards when you are playing "The Force of Lights" side.
On the other hand, You cannot place "Monster Maker Mates" when you are playing "The Force of Darkness" side.

5. Your turn ends after taking either 1-4 actions.
Number of your cards in hand must be under 5 at the end of your turn.
This means if you have more than 5 cards at the time you draw a card from the stock, some actions must be taken.
You cannnot just pile some cards to make your card in hand less than 5.

5. How to Battle

(1) Rules on Attacking Other Player

If you are playing "The Force of Lights," you cannot attack a player who plays the same side.
If you are playing "The Force of Darkness," you can attack either "The Force of Lights" or "The Force of Darkness" player.

When a neutral player with "Jewel" card(s) on the field is attacked:
the attacked player can defend by putting either "The Force of Lights" or "The Force of Darkness" against an attack from "The Force of Darkness" player.
the attacked player can defend by putting "The Force of Darkness" against an attack from "The Force of Lights" player.
the attacked player can choose not to put new card on the field, in this case, the attaker wins the battle and can take the "Jewel" cards.

(2) Fighting Steps

1.The attacker can play all the "Character" cards in your hands and all the cards(except "Jewel") on your field.
You can also put one "Spell" card if you want to use.
When you put a "Spell" card, turn over the card to back.

2. The attacked player put as many "Character" cards from his/her hand to the field.
If the attacked player wants to play "Spell" card, he/she can turn over and put the card.

3. Open the "Spell" cards to each other.

4. Play the dice to decide which player attacks first. Higher number goes first.

5. The first attacker choose one card from his/her "Character" card to attack one target's one "Character" card.
There are nomal attacks and magic attacks.
The offencive / diffencive power of normal attacks are shawn on the upper left on the "Character" card.
D means a dice.
If the card says "2D," it means through 2 dice, and the sum of two dice is the offencive power.
"2D+3" means the sum of two dice plus three is the offencive power.
Magic power is shown on the upper left of the "Spell" card.
The attacker can use either attacks.
The attack will be succesfull if the offencive/ magic power is more than the target's deffencive power.
Discard the loser to the pile.
When a "St. Knight" is defeated, put the card under "The Underground Jail of Darkness." Do not pile.

6. Then the last attacker can start attacking the first.

7. Continue 5-6 until each "Character" cards(except the ones already defeated before taking turns) take their turns once.
If one attacker has more "Character" cards on the field than the other,
he/ she continues attacking untill all his/her "Character"'s attacks ends.
Then the round 1 of the battle finishes.

8. The next round of the battle starts.
Both players can put new "Character" cards as many they want.
"Spell" cards can be used once for each player as well.

9. Go over rounds until either side of "Character" cards go all down.

10. If the attacked player with "Jewel" cards lose, all the "Jewel" cards goes over to the attacker.
If the attacker with "Jewel" card lose, the "Jewel" card will not be taken over by the attacked player.

11. Players cannot bring cards on the fields back to hand.
The survived "Character" cards will be the player's cards on the field.

(3) The Regulations for battle

1. Attacking "The Force of the Darkness"
You need to defeat an "Orc" or a "Monster" to attack a "Black Mage" or a "Dark Knight."
You need to defeat a "Black Mage" or a "Dark Knight" to attack a "Great Dark Knight"
You need to defeat a "Great Dark Knight" to attack a "Queen of the Darkness"

2. When more than two "Orc" cards are in the battle,
add all the "Orc"'s offencive power and use it as an offencive power.
ex.) In case your "Orc" cards on the field have "1D+1" & "1D," the offencive power will be "2D+1."
When defending, the deffencive powers cannot be added. They will be attacked one each.

3. In case it's obviously impossible to defeat.
Cases as you have only "1D" card against 14 diffencive power, you can throw 2 dice.
If you throw 12, you can defeat anything.
If you throw number other than 12, the attack will be failed.

4. a "Spell" card called "Holy Light" can only be used by "The Force of the Light"

5. "St. Knight" cards has "Jewel" cards to each other
as diamond to Roxanne and ruby to Cassandra.
When you have a "St. Knight" and a specific "Jewel" card to the "St. Knight," the power of the "St. Knight" will be strengthen.
Either it's normal or magic attack, attackin or defending, +1 will be added tothe "St. Knight"'s power.

6. Supporting the Other Player on the Same Side in Battles

Though you are not in the battle, you can play cards to support the other player.
When each round starts, you can help the player by playing "Character" or "Spell" cards from your hands.
You cannot use cards from your field to help.
"The Force of Light" or neutral player can help "The Force of Light" player.
"The Force of Darkness" or neutral player can help "The Force of Darkness" player.
If your "Character" card survives the battle, the survived card will be helped player's card on the field.
The "Character" card you used will not return to your hand.

To support the other player, declere before players put cards for the turn.
There is no rule which order
because there are cases a player decides to support after someone declere the support.
(05.04.30)

You cannot support by a "Spell" card when there is already a "Spell" card on the field.
Turn over the "Spell" card on back when you support with a "Spell" card.
Players cannot see the card until the battle stards.
(05.05.12)

7. Rescuing "St. Knight"

Only "Monster Maker Mates" cards can rescue "St. Knight" cards.
"Monster Maker Mates" can be used only by "The Force of Lights" player.
"Monster Maker Mates" cards rescues "St. Knight" Cards by attacking "The Underground Jail of Darkness."
You need to decide which attacks first and you can also use a "Spell" card.
The next "The Force of Darkness" player plays the "The Underground Jail of Darkness."
If the attack was a success, all the imprisoned "St. Knight" cards will be your card on the field.
"The Underground Jail of Darkness" will not be discarded although it's defeated.
Leave it in the center.
Other player can also support to the rescuer or 6. Supporting the Other Player on the Same Side in Battles
Follow the rules on "6. Supporting the Other Player on the Same Side in Battles."

->Refer to "6. Supporting the Other Player on the Same Side in Battles"
You cannot attack "The Underground Jail of Darkness" without defeating all the supporting "The Force of Darkness" cards.
Follow "(3) The Regulations for battle" for the priorities of "The Force of Darkness" cards.
In case "The Underground Jail of Darkness" wins the battle,
the "The Force of Darkness" cards supported the battle will stay on the "The Underground Jail of Darkness."

8. Thieves

"Thief" cards are in "Monster Maker Mates" cards.
Only "The Force of Lights" or neutral players can play "Thief" cards.
"Thief" will always be cards in hands.
You cannot play "Thief" as cards in the field.
A "Thief" card can be used for either steeling or rescuing one imprisoned "St. Knight" from "The Underground Jail of Darkness."
Each "Thief" cards can be used only once, so succeeds or fails, pile the "Thief" card after each use.

Stealing is stealing one "Jewel" card from the other player to make it as your card on the field.
A "Thief" card can steal a "Jewel" card from any player on any sides.
In other words, "Thief" is on "The Force of Lights," but can steal from "The Force of Lights."

Rescuing is rescuing one imprisoned "St. Knight" from "The Underground Jail of Darkness" and make it as your card on the field.
Either stealing or rescuing, it will be a success if you throw higher number than the number written on the Thief card using a dice.

9. Whisper of Deep

Regardless or not, the situation you must change yor side is called "Whisper of Deep."
When there are more than 6 cards in your hand at the time you draw one card from the stock,
you need to take some action to make your hand less than five.

You cannon attack when you and all the other players are on "The Lights" or all the other player has no card on the field.
If there is a "The Force of Lights" card in your hand, you can put the card on the field to make your hand less than five.
If there is a "Thief" card in your hand, you can also use it.
However, there are only "The Force of Darkness" or "Spell" cards in your hand,
you must change your side to "The Force of Darkness" to make your hand less than five.

Pile all of your "The Force of Lights" card on the filed (send "St. Knight" under "The Underground Jail of Darkness") and put "The Force of Darkness" cards on the field.
You need to declere "Change of Heart" at that time.

On the other hand, is you are on "The Darkness" and all the other players are nuetral and unable to attack,
and there are only "The Force of Lights" or "Spell" cards in your hand,
declere "Change of Heart" and be on "The Lights" side to reduce your card in hand.

You can pile a card when you have only "Spell" cards and cannot even declere "Change of Heart"
In this case, open your hand to the other player when you pile a card.

10. Finishing the Game and Deciding a Winner

There are 7 "Jewel" cards and 7 "St. Knight" cards.
When 2 turns are counted after all the "Jewel" and "St. Knight" cards are drawn from the stock, the game ends.
Do not make new stock although the stock is out while counting the 2 turns.
The side that has more than 4 "Jewel" cards wins at the end of game.
Even one player has 3 or the most "Jewel" cards, the player's side will lose if the sum of the "Jewel" cards doesn't reach 4.
Who wins in the side is determined by the number of "Jewel" cards.

Deciding the #1 in "The Lights"
If there are two players who has the "Jewel" cards the most,
the one with more "St. Knight" cards and their corresponding "Jewel" cards wins.
If two players have the same numbers of "St. Knight" cards and their corresponding "Jewel" cards,
the one with mroe "St. Knight" cards wins.
If two players have the same numbers of "St. Knight" cards and their corresponding "Jewel" cards and the same numbers of "St. Knight" cards,
both player win.

Deciding the #1 in "The Darkness"
If there are two players who has the "Jewel" cards the most,
the one with the higher class cards wins.


Additional Explanation

A shield invalidates an attack and a magic attack. "Trap" is not invalid.
(05.04.30)


Translated by Miyu.